Gamifying Cultural Heritage: A Comparative Study of Handheld and Wearable MR Technologies

dc.contributor.author Gül, L.F.
dc.contributor.author Özer, D.G.
dc.contributor.author Yagmur Kilimci, E.S.
dc.contributor.author Çoşkun, Emirhan
dc.contributor.author Moralıoğlu, B.
dc.contributor.author Yücel, V.
dc.date.accessioned 2026-01-05T15:09:44Z
dc.date.available 2026-01-05T15:09:44Z
dc.date.issued 2026
dc.description.abstract This article presents a comparative, technology-focused analysis with the creation of a game-based route for Yedikule Fortress as its core focus, undertaken as a part of a comprehensive research initiative. We present the development of a narrative-driven, gamified route delivered via two platforms: an Android-based Augmented Reality (AR) tablet application and a Mixed Reality (MR) head-mounted display (HoloLens 2). The route incorporates game elements—such as trivia, treasure hunts, and object completion—within a narrative framework to foster deeper engagement with the site's historical and cultural layers. Employing an experimental mixed-method approach, we iteratively designed, implemented, and refined the experience on both platforms, guided by expert feedback. Special attention was given to aligning game mechanics with the site's spatial and interpretative context, adapting to each platform's affordances for user interaction and narrative delivery. Our findings contribute to the understanding and advancement of spatial computing in creating engaging, educational, and culturally meaningful digital heritage experiences. © 2025 Elsevier Ltd. en_US
dc.identifier.doi 10.1016/j.daach.2025.e00477
dc.identifier.issn 2212-0548
dc.identifier.scopus 2-s2.0-105023647655
dc.identifier.uri https://doi.org/10.1016/j.daach.2025.e00477
dc.identifier.uri https://hdl.handle.net/20.500.11779/3171
dc.language.iso en en_US
dc.publisher Elsevier Ltd en_US
dc.relation.ispartof Digital Applications in Archaeology and Cultural Heritage en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.subject Augmented Reality en_US
dc.subject Cultural Heritage en_US
dc.subject Gamification en_US
dc.subject Hand-Held Devices en_US
dc.subject Mixed Reality en_US
dc.subject Wearable Devices en_US
dc.title Gamifying Cultural Heritage: A Comparative Study of Handheld and Wearable MR Technologies en_US
dc.type Article en_US
dspace.entity.type Publication
gdc.author.institutional Çoşkun, Emirhan
gdc.author.scopusid 25928500300
gdc.author.scopusid 60222205300
gdc.author.scopusid 59425402500
gdc.author.scopusid 57579427800
gdc.author.scopusid 57223604858
gdc.author.scopusid 60222520000
gdc.coar.access metadata only access
gdc.coar.type text::journal::journal article
gdc.description.department Sanat, Tasarım ve Mimarlık Fakültesi, Dijital Oyun Tasarımı Bölümü
gdc.description.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
gdc.description.scopusquality Q2
gdc.description.volume 40 en_US
gdc.description.wosquality N/A
gdc.publishedmonth Mart
gdc.yokperiod YÖK - 2025-26
relation.isOrgUnitOfPublication a6e60d5c-b0c7-474a-b49b-284dc710c078
relation.isOrgUnitOfPublication.latestForDiscovery a6e60d5c-b0c7-474a-b49b-284dc710c078

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